Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, alibaba), 1,184 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 4 1 2 3 4
Re: Third Person Camera System [Re: bupaje] #53633
08/31/05 23:33
08/31/05 23:33
Joined: Oct 2003
Posts: 117
San Diego, CA
DCorwin Offline
Member
DCorwin  Offline
Member

Joined: Oct 2003
Posts: 117
San Diego, CA
I think an overall nice feature that the game dev studs are doing these days is adding a nice inertia to the camera system.


Dave C. Polcino Digital Complete http://www.digitalcomplete.com dave@digitalcomplete.com -------------------
Re: Third Person Camera System [Re: nuclear_winter] #53634
09/01/05 02:51
09/01/05 02:51
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline OP
Expert
Locoweed  Offline OP
Expert
L

Joined: Oct 2002
Posts: 2,256
Oz
Quote:

Can you make the camera to delay a little, i mean character model to turn a little before the camera, as if the camera follows her... and for the FOV to increase when she picks up speed and softly decrease when she stops.




Yes and yes. I think the camera already does the second thing mentioned, unless I misunderstood you. As to the first question, yes I can make the player turn and the camera turn a bit slower, it's just a matter of adjusting a variable or two in the code.

EDIT:
@ nuclear_winter, change this in InitCamera(), camRotSpeed = .75; to this camRotSpeed = .25; , that should delay the camera as per your first question.
EDIT2: Oops, I tied camera tilt into camRotSpeed, I will have to adjust this before it works correctly. I will have to add a camTiltSpeed variable to seperate rotation speed from tilt speed. I will get these little issues fixed, hopefully tommorrow night. I actually already have it changed, but I want to play around with changing the values some more to make sure I don't have any more issues like that one and probably add some more adjustment variables before I re-upload it.

As far as inertia goes, I can make that more evident than what was shown in the examples by adjusting some variables in the GetCameraAccelleration() function.

Messing with the values of these 2 variables in InitCamera() function will change the feel of the camera quite a bit:

camRotSpeed = .75; // how fast the camera pan changes
camMoveSpeed = .1; // how fast the camera distance changes

The lower the values you change them too, the slower that camera will get behind the player and move to where it wants to be. If you make the values higher, the camera will basically stay right behind the player with no delays.

I will check out the listed cams when I get time. It finally dried up and I am harvesting crops again.

Loco

Last edited by Locoweed; 09/01/05 03:50.

Professional A8.30
Spoils of War - East Coast Games
Re: Third Person Camera System [Re: Locoweed] #53635
09/01/05 04:11
09/01/05 04:11
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
The Hobbit Demo

Mimic a camera as stable as that, and let the player turn around (like a mario/zelda cam), and I'll be your best friend


--Eric
Re: Third Person Camera System [Re: Locoweed] #53636
09/01/05 04:20
09/01/05 04:20
Joined: Aug 2003
Posts: 448
Pluto
SlyBoots Offline
Senior Member
SlyBoots  Offline
Senior Member

Joined: Aug 2003
Posts: 448
Pluto
Sounds promising, can't wait to try it out.


3DSK Human Photo References for 3D Artists and Game Developers
Re: Third Person Camera System [Re: SlyBoots] #53637
09/01/05 12:15
09/01/05 12:15
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
Thanx for the suggestion bupaje, i had something like that in mind, i remember some time back someone made a demo like that. The camera moved on some kind of rail (waypoints) and decreased/increased speed depending on the distance to the player, but i don't remember exactly.

LOCO, thanx for the tips man, changing camRotSpeed = .75; did a great job. By FOV i meant camera.arc (increase when she picks up speed and softly decrease when she stops). Thanx!!

Re: Third Person Camera System [Re: nuclear_winter] #53638
09/02/05 02:59
09/02/05 02:59
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline OP
Expert
Locoweed  Offline OP
Expert
L

Joined: Oct 2002
Posts: 2,256
Oz
Ok nuclear_winter,

I gotcha now. I will add that FOV capabilty. It am busy with real life, so it will probably be Sunday night sometime before I put up the next update. If I have time I will throw a few more camera examples in there also.

Loco


Professional A8.30
Spoils of War - East Coast Games
Re: Third Person Camera System [Re: Locoweed] #53639
09/02/05 08:13
09/02/05 08:13
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
That's cool man!! It's a good contribution, do it whenever you have the time and desire

Re: Third Person Camera System [Re: nuclear_winter] #53640
09/03/05 04:07
09/03/05 04:07
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline OP
Expert
Locoweed  Offline OP
Expert
L

Joined: Oct 2002
Posts: 2,256
Oz
Sorry guys on the listed cameras for games that I will have to download, it might be a few days before I can get to those. I am not going to have anytime off this weekend like I thought.

I did upload a new version that is more flexible though. I just threw it together real fast and it has a few new examples.

There are 5 camera examples now, you can change to the different camera modes using the number keys.
Key:
1 - Chase Camera
2 - Third Camera
3 - Balloon Camera
4 - Fov Cam 1
5 - Fov Cam 2

By looking at all the InitCam and the camera functions for each camera type, you should be able to start figuring out which variables do what and how it works.

I will get to some of the actual listed game cameras when I get time. I will also get it tweaked out better and documented better to when I have time.

The new update is at the same place, at my 3dgs site in camera link, LocoCam.

Later,
Loco


Professional A8.30
Spoils of War - East Coast Games
Re: Third Person Camera System [Re: Locoweed] #53641
09/03/05 04:53
09/03/05 04:53
Joined: Oct 2004
Posts: 1,068
J
Jamie_Lynn Offline
Senior Developer
Jamie_Lynn  Offline
Senior Developer
J

Joined: Oct 2004
Posts: 1,068
Thanks for another nice contribution Loco.

Works great! Thanks.

Re: Third Person Camera System [Re: bupaje] #53642
09/05/05 12:48
09/05/05 12:48
Joined: Jun 2002
Posts: 72
PA
AppollyonKin Offline
Junior Member
AppollyonKin  Offline
Junior Member

Joined: Jun 2002
Posts: 72
PA
I just tried to upload the camera zip from your site, and it is a bad file, and only downloads 124kb instead of 1 meg. can someone email me the file? at triath5147@msn.com.

Page 2 of 4 1 2 3 4

Moderated by  adoado, checkbutton, mk_1, Perro 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1